A normal gameplay capture could show how Halloween Dreamworld moved, but it flattened the VR world into whatever direction I pointed the camera. I used a second 360-degree clip so people without a headset could at least choose where to look.

Why I made this

Halloween Dreamworld was a VR game, but most potential viewers encountered it through an ordinary browser and monitor. A standard capture could show flight and movement while still flattening the environment into the creator's chosen camera view.

I needed to show the actual gameplay and also give people some way to look around the world for themselves. The launch material also had to point clearly toward the Oculus release, Steam Greenlight campaign, and purchase page that existed at the time.

What I did

The gameplay clip is direct capture from the game and foregrounds one of its distinctive interactions: the ability to fly through the environment. It gives the viewer an unambiguous look at the product in motion.

Two days later I published a purpose-built 360 panorama. Instead of repeating the same footage, it uses YouTube's interactive viewing format so someone outside VR can control the direction of the view and inspect the scene.

The shorter teaser points toward the upcoming Oculus Store release and the then-active Steam Greenlight page. Together, the artifacts support discovery, product understanding, and conversion without expecting one video format to solve every communication problem.

A note on the archive

These videos were published in March 2016 for early desktop VR, YouTube's 360-video experience, Oculus Store distribution, and Steam Greenlight. The product pages and platform programs have since changed or closed.

Neither source video has a usable transcript, so I didn’t make up chapter timestamps. The clips are here together because each one explained a different part of the same VR release.

Published March 28–30, 2016. Preserved with context. More DevRel work →